using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Hellquest
{

    public class System
    {
    }

    /// <summary>
    /// This is the main type for your game
    /// </summary>
    ///
    public class HellquestGame : Microsoft.Xna.Framework.Game
    {
        private static Game mInstance;
        private Graphics mGraphicsManager;
        private SceneManager mSceneManager;
        private PhysicsEngine mPhysicsEngine;
        private InputHandler mInputHandler;

        public static Game Instance { get { return mInstance; } }

        public HellquestGame()
        {
            Content.RootDirectory = "HellquestContent";
            mInstance = this;
            IsFixedTimeStep = false;
            mInputHandler = new InputHandler(this);
            mGraphicsManager = new Graphics(this);
            mSceneManager = new SceneManager(this);
            mPhysicsEngine = new PhysicsEngine(this);

            mGraphicsManager.SetResolution(1280, 720, false);

            Components.Add(mInputHandler);
            Components.Add(mSceneManager);
            Components.Add(mPhysicsEngine);
            Components.Add(mGraphicsManager);
            
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            mSceneManager.LoadLevel();

            // TODO: use this.Content to load your game content here
            
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {            
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();


            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);
        }
    }
}
